I’m using the Ocean Project in my own build, though I’ve heavily modified it to suit my game.
The quick and dirty of what they do for infinite ocean is:
- Large, world-scale plane acts as “distant” ocean
- Smaller, more dense mesh (i.e. more vertices) follows the camera around and displaces with the waves better
- Shader has a distance fade where the waves are at a different scale the farther away from the camera they are.
#3 is a general thing that can be used to reduce apparent tiling in many materials, not just for oceans. I use the technique pretty extensively in my landscape materials.